User prompt
Müzik olsun
User prompt
Hala kazanamıyoruz
User prompt
Oyunu kazanamıyoruz bitiş çizgisgisini geçtiğimizde kazanalım
User prompt
Oyunu kazanamıyoruz
User prompt
Kırmızı ışıkta haraket edersek ölelim
User prompt
Red light ta haraket edebilelim ama edince ölelim
User prompt
Karakter direkt kazanıyor böyle olmaz basılı tutunca yavaşça yürüyelim
User prompt
Çok hızlıyız yavaş olalım
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var gamePos = game.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 181
User prompt
Oyun hata veriyor fiil ayarlanamamış
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'stateText.style.fill = "#00ff00";' Line Number: 154
Code edit (1 edits merged)
Please save this source code
User prompt
Squid Game: Red Light Green Light
Initial prompt
Squid game oyunu yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Doll = Container.expand(function () { var self = Container.call(this); var dollGraphics = self.attachAsset('doll', { anchorX: 0.5, anchorY: 0.5 }); self.isWatching = false; self.startWatching = function () { self.isWatching = true; dollGraphics.tint = 0xff0000; tween(dollGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200 }); }; self.stopWatching = function () { self.isWatching = false; dollGraphics.tint = 0xffffff; tween(dollGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.isMoving = false; self.lastX = 0; self.lastY = 0; self.eliminationFlash = false; self.update = function () { // Check if player is moving during red light if (gameState === 'RED_LIGHT' && !self.eliminationFlash) { var deltaX = Math.abs(self.x - self.lastX); var deltaY = Math.abs(self.y - self.lastY); if (deltaX > 1 || deltaY > 1) { self.eliminate(); return; } } self.lastX = self.x; self.lastY = self.y; }; self.eliminate = function () { self.eliminationFlash = true; LK.getSound('eliminate').play(); LK.effects.flashObject(self, 0xff0000, 500); LK.setTimeout(function () { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); }, 500); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ // Game state variables var gameState = 'GREEN_LIGHT'; // 'GREEN_LIGHT', 'RED_LIGHT', 'TRANSITION' var gameTimer = 60; // 60 seconds to complete var phaseTimer = 0; var currentPhase = 'green'; var greenLightDuration = 5000; // 5 seconds var redLightDuration = 3000; // 3 seconds var transitionDuration = 500; // 0.5 seconds var dragNode = null; var gameStarted = false; // Create background var bg = game.attachAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Create finish line at top var finishLine = game.attachAsset('finishLine', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 200 }); // Create doll var doll = game.addChild(new Doll()); doll.x = 1024; doll.y = 400; // Create player var player = game.addChild(new Player()); player.x = 1024; player.y = 2500; player.lastX = player.x; player.lastY = player.y; // Create UI elements var stateText = new Text2('GREEN LIGHT', { size: 100, fill: 0x00FF00 }); stateText.anchor.set(0.5, 0.5); LK.gui.center.addChild(stateText); var timerText = new Text2('60', { size: 80, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); var instructionText = new Text2('Drag to move during GREEN LIGHT!\nFreeze during RED LIGHT!', { size: 60, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 1); LK.gui.bottom.addChild(instructionText); // Start background music LK.playMusic('tension'); // Game phase management function switchToGreenLight() { gameState = 'GREEN_LIGHT'; currentPhase = 'green'; phaseTimer = greenLightDuration; stateText.setText('GREEN LIGHT'); stateText.tint = 0x00ff00; doll.stopWatching(); LK.getSound('greenLight').play(); // Make green light phases progressively shorter if (greenLightDuration > 2500) { greenLightDuration -= 50; } } function switchToRedLight() { gameState = 'RED_LIGHT'; currentPhase = 'red'; phaseTimer = redLightDuration; stateText.setText('RED LIGHT'); stateText.tint = 0xff0000; doll.startWatching(); LK.getSound('redLight').play(); // Flash screen briefly LK.effects.flashScreen(0xff0000, 200); // Make red light phases progressively longer if (redLightDuration < 4500) { redLightDuration += 25; } } // Touch controls with gradual movement var targetX = 0; var targetY = 0; var moveSpeed = 3; // Pixels per frame movement speed game.down = function (x, y, obj) { // Allow movement in both green and red light states dragNode = player; targetX = x; targetY = Math.max(250, Math.min(2500, y)); // Keep target in bounds }; game.move = function (x, y, obj) { if (dragNode) { targetX = x; targetY = Math.max(250, Math.min(2500, y)); // Keep target in bounds } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game loop game.update = function () { if (!gameStarted) { gameStarted = true; switchToGreenLight(); } // Update game timer if (LK.ticks % 60 === 0) { // Every second gameTimer--; timerText.setText(gameTimer.toString()); if (gameTimer <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Update phase timer phaseTimer -= 16.67; // Approximate milliseconds per frame at 60fps if (phaseTimer <= 0) { if (currentPhase === 'green') { switchToRedLight(); } else { switchToGreenLight(); } } // Handle gradual player movement if (dragNode) { var deltaX = targetX - player.x; var deltaY = targetY - player.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > moveSpeed) { // Move towards target at constant speed var moveX = deltaX / distance * moveSpeed; var moveY = deltaY / distance * moveSpeed; player.x += moveX; player.y += moveY; } else { // Close enough, snap to target player.x = targetX; player.y = targetY; } } // Check win condition if (player.y <= 220) { // Reached finish line var timeBonus = Math.max(0, gameTimer * 10); LK.setScore(1000 + timeBonus); LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); return; } // Update UI based on remaining time in phase var progress = 1 - phaseTimer / (currentPhase === 'green' ? greenLightDuration : redLightDuration); var alpha = 0.5 + 0.5 * Math.sin(progress * Math.PI * 8); // Pulsing effect stateText.alpha = alpha; };
===================================================================
--- original.js
+++ change.js
@@ -49,9 +49,9 @@
// Check if player is moving during red light
if (gameState === 'RED_LIGHT' && !self.eliminationFlash) {
var deltaX = Math.abs(self.x - self.lastX);
var deltaY = Math.abs(self.y - self.lastY);
- if (deltaX > 3 || deltaY > 3) {
+ if (deltaX > 1 || deltaY > 1) {
self.eliminate();
return;
}
}
@@ -111,8 +111,10 @@
// Create player
var player = game.addChild(new Player());
player.x = 1024;
player.y = 2500;
+player.lastX = player.x;
+player.lastY = player.y;
// Create UI elements
var stateText = new Text2('GREEN LIGHT', {
size: 100,
fill: 0x00FF00
Oyuncak kız bebek . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Sarışın kısa saçlı bir yetişkin insan. In-Game asset. 2d. High contrast. No shadows
Kum sarı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat